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- -- You shouldn't be here... Yes i know its messy.
- require "Fake HP and KR - k9"
- music = "Sedatephobia" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
- encountertext = "The final enemy is at his stance" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_touhou", "bullettest_blasters"}
- Wavetimer = 30.0
- round = 0
- arenasize = {155, 130}
- enemies = {"Orion"}
- enemypositions = {{0, 6}}
- flee = false
- fleesuccess = false
- deathtext = {"[color:670000][novoice][speed:0.5]How truly [w:5]unfortunate...", "[color:670000][novoice][speed:0.6]Now, [w:5]get up.", "[color:670000][novoice][speed:0.6]We have some work to do."}
- SetGlobal("intro",true)
- currentstate = "NONE"
- dodgesprite = nil
- dodgetimer = 0
- function EnteringState(newstate, oldstate)
- currentstate = newstate
- end
- function Update()
- FakeHpUpdate()
- if dodgesprite ~= nil and dodgesprite.isactive then
- if dodgetimer == 0 then
- dodgesprite.Remove()
- dodgesprite = nil
- else
- dodgetimer = dodgetimer + 1
- local velx = dodgesprite.GetVar("velx")
- if dodgetimer <= 20 then
- velx = velx + 0.5
- elseif dodgetimer == 21 then
- velx = 0
- elseif dodgetimer >= 127 and dodgetimer < 149 then
- velx = velx + 0.5
- elseif dodgetimer == 149 then
- enemies[1].Call("SetSprite", dodgesprite.GetVar("sprite"))
- dodgesprite.Remove()
- dodgesprite = nil
- State("ENEMYDIALOGUE")
- dodgetimer = 0
- end
- if dodgetimer > 0 and dodgetimer < 149 then
- dodgesprite.SetVar("velx", velx)
- dodgesprite.Move(dodgesprite.GetVar("velx"), 0)
- end
- end
- end
- if currentstate == "ATTACKING" and Input.Confirm == 1 and dodgetimer == 0 then
- dodgetimer = 1
- dodgesprite = CreateProjectileAbs(enemies[1].GetVar("sprite"), 320 + enemypositions[1][1], 341 + enemypositions[1][2])
- dodgesprite.SetVar("velx", -12)
- dodgesprite.SetVar("sprite", enemies[1].GetVar("sprite"))
- enemies[1].Call("SetSprite", "blank")
- end
- end
- attacknum = 0
- -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
- possible_attacks = {}
- intro_done = false
- function EncounterStarting()
- Player.lv = 19
- Player.hp = 92
- Player.atk = 100000
- Player.name = "Nova"
- KARMA = true
- enemies[1].SetVar("def", math.huge)
- Inventory.AddCustomItems({"P.Pie", "M.Apple", "Chocolate", "Ketchup", "I.Noodles", "Steak", "Fish.F", "Apple.J"}, {0, 0, 0, 0, 0, 0, 0, 0})
- Inventory.SetInventory({"P.Pie", "M.Apple", "Chocolate", "Ketchup", "I.Noodles", "Steak", "Fish.F", "Apple.J"})
- Audio.pause()
- Audio.Volume(3.0)
- enemies[1]["currentdialogue"] = { "[effect:NONE][voice:Orion][noskip]It's a horrible night \noutside", "[effect:NONE][voice:Orion][noskip]Dust fills the air", "[effect:NONE][noskip][voice:Orion]The kingdom has \ngone silent", "[noskip][voice:Orion][effect:NONE]nights like these are \nperfect for telling \nyou stories", "[func:Appear][func:Flame][speed:0.5][novoice][noskip][color:670000][effect:shake]ABOUT WHAT HELL IS \nLIKE[func:LaunchMusic][w:20][next]" }
- State("ENEMYDIALOGUE")
- hpbar=CreateSprite("system/hpbar")
- hpbar.x=195
- hpbar.y=69.5
- end
- function EnemyDialogueStarting()
- local intro = 1 GetGlobal("round")
- if round == 0 then
- bubble = "rightwide"
- enemies[1].SetVar('currentdialogue', { "[effect:NONE][voice:Orion][noskip]It's a horrible night \noutside", "[effect:NONE][voice:Orion][noskip]Dust fills the air", "[effect:NONE][noskip][voice:Orion]The kingdom has \ngone silent", "[noskip][voice:Orion][effect:NONE]nights like these are \nperfect for telling \nyou stories", "[func:Appear][func:Flame][speed:0.5][novoice][noskip][color:670000][effect:shake]ABOUT WHAT HELL IS \nLIKE[func:LaunchMusic][w:20][next]" })
- round = 2
- nextwaves = {"attac_test"}
- elseif (round == 2) then
- enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][noskip][effect:NONE]I have been noticing \nsome strange things \nhappening since you \narrived here."})
- round = 3
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy", "GasterBlasters6easy", "GasterBlasters7easy"}
- elseif (round == 3) then
- enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][effect:NONE][noskip]Movements of time and\nspace have been\nsuddenly stoping and\nstarting."})
- round = 4
- nextwaves = {"Surviveblaster1", "GasterBlasters1easy"}
- elseif (round == 4) then
- enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][effect:NONE][noskip]Until suddenly \neverything ends.", "[effect:NONE][func:Flame][voice:Orion][noskip]And starts again \nlike nothing ever \nhappend"})
- round = 5
- nextwave = {"Gasterblasters1"}
- elseif (round == 5) then
- enemies[1].SetVar('currentdialogue',{"[effect:NONE][func:Flame][voice:Orion][noskip]I began to find piles\nof dust everywere\nand unsure what to \nmake of them."})
- round = 6
- nextwave = {"Start"}
- elseif (round == 6) then
- enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][noskip][effect:NONE]Guess i found my \nculprite."})
- round = 7
- nextwaves = {"bullettest_touhou"}
- elseif (round == 7) then
- enemies[1].SetVar('currentdialogue',{"[func:Flame][effect:NONE][voice:Orion][noskip]Seeing what has \nhappend and how you\ndefeted Nova i knew\nour end was near.", "[effect:NONE][func:Flame][voice:Orion][noskip]I went and helped \nDr.Gaster evacuate \neveryone, but i never\nsaw him again."})
- round = 8
- nextwaves = {"GasterBlasters4easy"}
- elseif (round == 8) then
- enemies[1].SetVar('currentdialogue',{"[func:Flame][voice:Orion][effect:NONE][noskip]But still to no \navail.", "[func:Flame][voice:Orion][effect:shake][noskip]You still slaugthered\nmost of them."})
- round = 9
- nextwaves = {"GasterBlasters2hard"}
- elseif (round == 9) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]I now knew i had\nto face you\nas it was my duty\nto the throne.", "[func:Flame][effect:NONE][voice:Orion][noskip]And that brings us \nhere, in this hall\nwhere you will [color:670000]DIE"})
- round = 10
- nextwaves = {"bullettest_chaserorb"}
- elseif (round == 10) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]Don't think you\nare above\nconsequences."})
- round = 11
- nextwaves = {"bullettest_startorb"}
- elseif (round == 11) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Because of you i lost \neveryone i cared \nabout"})
- round = 12
- nextwaves = {"Circle"}
- elseif (round == 12) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Mina... \nthe one that remained \nin the ruins", "[func:Flame][effect:NONE][voice:Orion]He was the caretaker \nof the ruins for a \nlong time she belived\nYou could change."})
- round = 13
- nextwaves = {"BLES"}
- elseif (round == 13) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion]Do you think \nshe still belives\nyou can change, even \nafter you killed her?"})
- round = 14
- nextwaves = {"GasterBlasters2Hard"}
- elseif (round == 14) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Well I for one, never \nbelived you chould\nchange."})
- round = 15
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
- elseif (round == 15) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Even after you left\nthe ruins, you\nstill continued\nkilling.", "North had to make a\nsacrifice just so\nsnowdin chould be\nevacuated"})
- round = 16
- nextwaves = {"Surviveblaster"}
- elseif (round == 16) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]Even Azmina, the head\nof he royal guard\nchouldn't stop you."})
- round = 17
- nextwaves = {"attack2"}
- elseif (round == 17) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]And as second in \ncommand i had to \nstop you."})
- round = 18
- nextwaves = {"attack1"}
- elseif (round == 18) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]And i will kill you\nno matter what it\ntakes."})
- round = 19
- nextwaves = {"attack6"}
- elseif (round == 19) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]..."})
- round = 20
- nextwaves = {"Surviveblaster"}
- elseif (round == 20) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion]You didn't even try \nto spare anyone."})
- round = 21
- nextwaves = {"GasterBlasters5easy"}
- elseif (round == 21) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]You just kept\nkilling anyone who\ndared stand in your\nway."})
- round = 22
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy", "GasterBlasters6easy", "GasterBlasters7easy"}
- elseif (round == 22) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]You act like we\nare just toys too\nyou.", "[func:Flame][effect:NONE][voice:Orion][noskip]Are you even still\nthe one that is\nin control"})
- round = 23
- nextwaves = {"attack8"}
- elseif (round == 23) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]After i found out\nyou can reset \nand change the past\ni gave up wanting.", "[func:Flame][effect:NONE][voice:Orion][noskip]To go back to\nthe surface"})
- round = 24
- nextwaves = {"Surviveblaster", "GasterBlasters1easy"}
- elseif (round == 24) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]Because even if \nwe leave.", "[func:Flame][effect:NONE][voice:Orion][noskip]You'll drag us\nright back down\nto hell", "[func:Flame][effect:NONE][voice:Orion][noskip]Won't you?"})
- round = 25
- nextwaves = {"Circle"}
- elseif (round == 25) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]All i know is \ni can't afford\nnot to care\nanymore"})
- round = 26
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy", "GasterBlasters6easy", "GasterBlasters7easy"}
- elseif (round == 26) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]But knowing you\nare just a kid \nmakes it hard to give it\nmy all."})
- round = 27
- nextwaves = {"attack6"}
- elseif (round == 27) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE]Or is that just\na poor excuse\nfor being soo naive?", "[func:Flame][effect:NONE][voice:Orion][noskip]Hell if i know"})
- round = 28
- nextwaves = {"attack 2"}
- elseif (round == 28) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE]..."})
- round = 29
- nextwaves = {"Surviveblaster"}
- elseif (round == 29) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]..."})
- round = 30
- nextwaves = {"Spareattack"}
- elseif (round == 30) then
- enemies[1].SetVar('currentdialogue', {"[voice:Orion][noskip][effect:NONE]Well, that being \nsaid", "[voice:Orion][noskip][effect:NONE]You look\ntired", "[voice:Orion][effect:NONE][noskip]Let's take a break."})
- round = 31
- Audio.stop()
- Inventory.SetInventory({"P.Pie", "M.Apple", "Chocolate", "Ketchup", "I.Noodles", "Steak", "Fish.F", "Apple.J"})
- nextwaves = {"spareattack"}
- elseif (round == 31) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE].", "[noskip][voice:Orion][effect:NONE]Ok then", "[noskip][voice:Orion][effect:NONE]It was worth a shot", "[voice:Orion][effect:NONE][noskip]Here we go again"})
- round = 32
- Player.hp = 139
- Audio.LoadFile("Foniasophobia")
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif (round == 32) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][noskip][effect:NONE]You know...", "[func:Flame][voice:Orion][noskip][effect:NONE]I once thought you \nchould change", "[func:Flame][voice:Orion][effect:NONE][noskip]But...", "[func:Flame][effect:NONE][voice:Orion][noskip]Not anymore"})
- round = 33
- nextwaves = {"Surviveblaster2"}
- elseif (round == 33) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]..."})
- round = 34
- nextwaves = {"Start2", "bullettest_chaserorb2"}
- elseif (round == 34) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]You just had to \nchoose the wrong \npath?"})
- round = 35
- nextwaves = {"BLES2", "GasterBlasters6easy1"}
- elseif (round == 35) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]You chould have made \nnew friends.", "[effect:NONE][func:Flame][voice:Orion][noskip]But instead...", "[effect:NONE][func:Flame][voice:Orion][noskip]You killed them."})
- round = 36
- nextwaves = {"attac_test2"}
- elseif (round == 36) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]..."})
- round = 37
- nextwaves = {"Circle2", "bullettest_chaserorb"}
- elseif (round == 37) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]You killed everyone \ni knew.", "[func:Flame][effect:NONE][noskip][voice:Orion]Everyone i had held \nhopes for"})
- round = 38
- nextwaves = {"Circle2", "Surviveblaster2"}
- elseif (round == 38) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][voice:Orion][noskip]Even Undyne \nchouldn't stop you"})
- round = 39
- nextwaves = {"attack61", "GasterBlasters6easy3"}
- elseif (round == 39) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][voice:Orion][effect:NONE][noskip]And now it's my turn."})
- round = 40
- nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1", "GasterBlasters6easy4", "GasterBlasters7easy1"}
- elseif (round == 40) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]This fight will be \ndiffrent."})
- round = 41
- nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
- elseif (round == 41) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]You will give up \nand i will become \nthe most determined \nin this universe."})
- round = 42
- nextwaves = {"bullettest_blasters", "GasterBlasters7easy1"}
- elseif (round == 42) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]Then i will reset \nand make sure you \nnever come back \nhere ever again."})
- round = 43
- nextwaves = {"Surviveblaster2"}
- elseif (round == 43) then
- enemies[1].SetVar('currentdialogue', {"[noskip][func:Flame][effect:NONE][voice:Orion]Never forget", "[func:Flame][effect:NONE][noskip][voice:Orion][effect:shake]You brought this \nupon yourself"})
- round = 44
- nextwaves = {"attack81", "GasterBlasters5easy1"}
- elseif (round == 44) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]You didn't even \nattempt to spare \nanyone."})
- round = 45
- nextwaves = {"Circle2", "Surviveblaster2"}
- elseif (round == 45) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]You brutally killed \neveryone."})
- round = 46
- nextwaves = {"Circle2"}
- elseif (round == 46) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE]][noskip][voice:Orion]You hunt for \nevery single \nEXP you can find."})
- round = 47
- nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1", "GasterBlasters6easy4", "GasterBlasters7easy1"}
- elseif (round == 47) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]And after all of \nthat WE are the \nmonsters."})
- round = 48
- nextwaves = {"bullettest_blasters", "GasterBlasters7easy6"}
- elseif (round == 48) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]Heh, typical of \nhumanity."})
- round = 49
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif (round == 49) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
- round = 50
- nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
- elseif (round == 50) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
- round = 51
- nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
- elseif (round == 51) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
- round = 52
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif (round == 52) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
- round = 53
- nextwaves = {"attack18", "GasterBlasters6easy1"}
- elseif (round == 53) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
- round = 54
- nextwaves = {"attack16"}
- elseif (round == 54) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]'sigh'"})
- round = 55
- nextwaves = {"attack13"}
- elseif (round == 55) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]I realized that \nyou are not a \nthreat to monsters \nbut humans as well."})
- round = 56
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif (round == 56) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]..."})
- round = 57
- nextwaves = {"Circle2", "Surviveblaster2"}
- elseif (round == 57) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]Are you even \nstill the one \nthat is in control."})
- round = 58
- nextwaves = {"attack5"}
- elseif (round == 58) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]Even still \nyou act like we are \nyour play things."})
- round = 59
- nextwaves = {"attack9"}
- elseif (round == 59) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][effect:NONE][noskip][voice:Orion]All that matters to \nyou is the high \nscore."})
- round = 60
- nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
- elseif (round == 60) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]Ironic isn't it...", "[noskip][effect:NONE][voice:Orion][func:Flame]We survived a war \nbut we still will \ngo extinct", "[noskip][voice:Orion][effect:NONE][func:Flame]Thanks to one human"})
- round = 61
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
- elseif (round == 61) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]..."})
- round = 62
- nextwaves = {"Surviveblaster2"}
- elseif (round == 62) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE][voice:Orion]..."})
- round = 63
- Audio.Stop()
- nextwaves = {"spareattack"}
- elseif (round == 63) then
- enemies[1].SetVar('currentdialogue', {"[func:Flame][noskip][effect:NONE]][voice:Orion]You know what...", "[voice:Orion][noskip][effect:NONE]Lets take a break", "[noskip][voice:Orion][effect:NONE]Use this time \nwisely"})
- round = 64
- nextwaves = {"DemoEnd"}
- elseif (round == 64) then
- enemies[1].SetVar('currentdialogue', {"[noskip][effect:NONE][voice:NONE]Demo End."})
- end
- end
- function EnemyDialogueEnding()
- -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
- attacknum = attacknum + 1
- if attacknum == 1 then
- nextwaves = {"Intro", "Intro2"}
- elseif attacknum == 2 then
- nextwaves = {"attack22"}
- elseif attacknum == 3 then
- nextwaves = {"attack13"}
- elseif attacknum == 4 then
- nextwaves = {"Quantum"}
- elseif attacknum == 5 then
- nextwaves = {"GasterBlasters1", "attack21"}
- elseif attacknum == 6 then
- nextwaves = {"BoneSide", "FinalBlaster"}
- elseif attacknum == 7 then
- nextwaves = {"GasterBlasters4easy"}
- elseif attacknum == 8 then
- nextwaves = {"GasterBlasters2Hard"}
- elseif attacknum == 9 then
- nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
- elseif attacknum == 10 then
- nextwaves = {"bullettest_startorb"}
- elseif attacknum == 11 then
- nextwaves = {"Circle"}
- elseif attacknum == 12 then
- nextwaves = {"BLES"}
- elseif attacknum == 13 then
- nextwaves = {"GasterBlasters2Hard"}
- elseif attacknum == 14 then
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
- elseif attacknum == 15 then
- nextwaves = {"Surviveblaster"}
- elseif attacknum == 16 then
- nextwaves = {"GasterBlasters4easy"}
- elseif attacknum == 17 then
- nextwaves = {"attack 2"}
- elseif attacknum == 18 then
- nextwaves = {"attack1"}
- elseif attacknum == 19 then
- nextwaves = {"attack6"}
- elseif attacknum == 20 then
- nextwaves = {"Surviveblaster"}
- elseif attacknum == 21 then
- nextwaves = {"GasterBlasters5easy"}
- elseif attacknum == 22 then
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
- elseif attacknum == 23 then
- nextwaves = {"attack8"}
- elseif attacknum == 24 then
- nextwaves = {"Surviveblaster"}
- elseif attacknum == 25 then
- nextwaves = {"Circle"}
- elseif attacknum == 26 then
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
- elseif attacknum == 27 then
- nextwaves = {"attack6"}
- elseif attacknum == 28 then
- nextwaves = {"attack 2"}
- elseif attacknum == 29 then
- nextwaves = {"Surviveblaster"}
- elseif attacknum == 30 then
- nextwaves = {"spareattack"}
- elseif attacknum == 31 then
- nextwaves = {"spareattack"}
- elseif attacknum == 32 then
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif attacknum == 33 then
- nextwaves = {"Surviveblaster2"}
- elseif attacknum == 34 then
- nextwaves = {"Start2", "bullettest_chaserorb2"}
- elseif attacknum == 35 then
- nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
- elseif attacknum == 36 then
- nextwaves = {"attac_test2"}
- elseif attacknum == 37 then
- nextwaves = {"Circle2"}
- elseif attacknum == 38 then
- nextwaves = {"Circle2", "Surviveblaster2"}
- elseif attacknum == 39 then
- nextwaves = {"attack61"}
- elseif attacknum == 40 then
- nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1"}
- elseif attacknum == 41 then
- nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
- elseif attacknum == 42 then
- nextwaves = {"bullettest_blasters", "GasterBlasters7easy6"}
- elseif attacknum == 43 then
- nextwaves = {"Surviveblaster2"}
- elseif attacknum == 44 then
- nextwaves = {"attack81"}
- elseif attacknum == 45 then
- nextwaves = {"Circle2", "Surviveblaster2"}
- elseif attacknum == 46 then
- nextwaves = {"Circle2"}
- elseif attacknum == 47 then
- nextwaves = {"GasterBlasters1easy1", "GasterBlasters2easy1", "GasterBlasters3easy1"}
- elseif attacknum == 48 then
- nextwaves = {"bullettest_blasters", "GasterBlasters7easy6"}
- elseif attacknum == 49 then
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif attacknum == 50 then
- nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
- elseif attacknum == 51 then
- nextwaves = {"bullettest_chaserorb2", "GasterBlasters6easy7"}
- elseif attacknum == 52 then
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif attacknum == 53 then
- nextwaves = {"attack18", "GasterBlasters6easy1"}
- elseif attacknum == 54 then
- nextwaves = {"attack16"}
- elseif attacknum == 55 then
- nextwaves = {"attack13"}
- elseif attacknum == 56 then
- nextwaves = {"Surviveblaster2", "GasterBlasters6easy1"}
- elseif attacknum == 57 then
- nextwaves = {"Circle2", "Surviveblaster2"}
- elseif attacknum == 58 then
- nextwaves = {"attack5"}
- elseif attacknum == 59 then
- nextwaves = {"attack9"}
- elseif attacknum == 60 then
- nextwaves = {"GasterBlasters4easy1", "GasterBlasters5easy1"}
- elseif attacknum == 61 then
- nextwaves = {"GasterBlasters1easy", "GasterBlasters2easy", "GasterBlasters3easy"}
- elseif attacknum == 62 then
- nextwaves = {"Surviveblaster2"}
- elseif attacknum == 63 then
- nextwaves = {"spareattack"}
- elseif attacknum == 64 then
- nextwaves = {"DemoEnd"}
- end
- end
- function DefenseEnding() --This built-in function fires after the defense round ends.
- if round == 0 then
- encountertext = "[noskip]The final enemy is at their stance"
- elseif attacknum == 2 then
- encountertext = "[noskip]Nothing Left for ya'"
- elseif attacknum == 3 then
- encountertext = "[noskip]Knock' em dead"
- elseif attacknum == 4 then
- encountertext = "[noskip]Just keep Attacking"
- elseif attacknum == 5 then
- encountertext = "[noskip][color:670000]Determination"
- elseif attacknum == 6 then
- encountertext = "[noskip]You felt your sins but they can't \n[noskip]stop you now"
- elseif attacknum == 7 then
- encountertext = "[noskip][color:670000]We are in for a fight"
- elseif attacknum == 8 then
- encountertext = "[noskip]But nobody came..."
- elseif attacknum == 9 then
- encountertext = "[noskip]The final act"
- elseif attacknum == 10 then
- encountertext = "[noskip]You hear nothing but echos of \n[noskip]the past."
- elseif attacknum == 11 then
- encountertext = "[noskip]This never gets old."
- elseif attacknum == 12 then
- encountertext = "[noskip]You sought out your own end"
- elseif attacknum == 13 then
- encountertext = "[noskip]You felt your sins but they can't \n[noskip]stop you now"
- elseif attacknum == 14 then
- encountertext = "[noskip]You catch a breath under the \n[noskip]weight of sin"
- elseif attacknum == 15 then
- encountertext = "[noskip]All alone"
- elseif attacknum == 16 then
- encountertext = "[noskip]You seem to be Bleeding"
- elseif attacknum == 17 then
- encountertext = "[noskip]You feel like this won't be as \n[noskip]easy as you thought"
- elseif attacknum == 18 then
- encountertext = "[noskip][color:670000]Dont Hold back =)"
- elseif attacknum == 19 then
- encountertext = "[noskip]Death is inevitable"
- elseif attacknum == 20 then
- encountertext = "[noskip]Forever condemned to Death"
- elseif attacknum == 21 then
- encountertext = "[noskip]You feel your determination \n[noskip]slipping away"
- elseif attacknum == 22 then
- encountertext = "[noskip][color:670000]keep fighting."
- elseif attacknum == 23 then
- encountertext = "[noskip]A war that never ends."
- elseif attacknum == 24 then
- encountertext = "[noskip]You ignore your sins"
- elseif attacknum == 25 then
- encountertext = "[noskip]Knock' em dead"
- elseif attacknum == 26 then
- encountertext = "[noskip]You clench your weapon"
- elseif attacknum == 27 then
- encountertext = "[noskip]Should have reset when you had \nthe chance"
- elseif attacknum == 28 then
- encountertext = "[noskip][color:670000]Unforgettable sin"
- elseif attacknum == 29 then
- encountertext = "[noskip][color:670000]You made your choice long ago"
- elseif attacknum == 30 then
- encountertext = "[noskip][color:670000]Don't you dare spare him Frisk =)"
- elseif attacknum == 31 then
- encountertext = "[noskip]This felt like a turning point"
- elseif attacknum == 32 then
- encountertext = "[noskip]It's not too late to [color:670000]DIE"
- elseif attacknum == 33 then
- encountertext = "[noskip]You don't know when to quit"
- elseif attacknum == 34 then
- encountertext = "[noskip]The sins tease you"
- elseif attacknum == 35 then
- encountertext = "[noskip]Guilt fills your soul"
- elseif attacknum == 36 then
- encountertext = "[noskip]Yet you ignore it."
- elseif attacknum == 37 then
- encountertext = "[noskip]You rethink your choices"
- elseif attacknum == 38 then
- encountertext = "[noskip]But nobody came..."
- elseif attacknum == 39 then
- encountertext = "[noskip]Smells like A murderer"
- elseif attacknum == 40 then
- encountertext = "[noskip]You remember every act \n[noskip]every kill \n[noskip]every number increasing"
- elseif attacknum == 41 then
- encountertext = "[noskip][color:670000]Interesting, This is not what i \n[noskip]expected."
- elseif attacknum == 42 then
- encountertext = "[noskip]You hear nothing but echos of \n[noskip]the past"
- elseif attacknum == 43 then
- encountertext = "[noskip]Knock' em dead"
- elseif attacknum == 44 then
- encountertext = "[noskip]You resist the sins"
- elseif attacknum == 45 then
- encountertext = "[noskip][color:670000]Strike him down"
- elseif attacknum == 46 then
- encountertext = "[noskip]Your funeral then."
- elseif attacknum == 47 then
- encountertext = "[noskip]There's still time to write a will"
- elseif attacknum == 48 then
- encountertext = "[noskip]But nobody came..."
- elseif attacknum == 49 then
- encountertext = "[noskip]Smells like A murderer"
- elseif attacknum == 50 then
- encountertext = "[noskip][color:670000]This is getting rather \ntroublesome=)"
- elseif attacknum == 51 then
- encountertext = "[noskip]You don't know when to quit"
- elseif attacknum == 52 then
- encountertext = "[noskip]Knock' em dead"
- elseif attacknum == 53 then
- encountertext = "[noskip]You still feel the sins"
- elseif attacknum == 54 then
- encountertext = "[noskip]You regret your choices"
- elseif attacknum == 55 then
- encountertext = "[noskip]Your Determination is fading \naway"
- elseif attacknum == 56 then
- encountertext = "[noskip]Your actions seem tobe your \ndown fall."
- elseif attacknum == 57 then
- encountertext = "[noskip]Who is the monster now."
- elseif attacknum == 58 then
- encountertext = "[noskip][color:670000]Keep attacking"
- elseif attacknum == 59 then
- encountertext = "[noskip]You feel really determined"
- elseif attacknum == 60 then
- encountertext = "[noskip]You ignore the sins"
- elseif attacknum == 61 then
- encountertext = "[noskip]Knock' em dead"
- elseif attacknum == 62 then
- encountertext = "[noskip][color:670000]=)"
- elseif attacknum == 63 then
- encountertext = "[noskip][color:670000]Use this time well"
- elseif attacknum == 64 then
- encountertext = "[noskip][color:670000]DETERMINATION"
- end
- end
- function HandleItem(ItemID)
- if ItemID == "P.PIE" then
- Player.Heal(92)
- BattleDialogue({"[noskip]You ate the Pecan Pie\n[w:5]It's homemade\n[w:5]You recovered 92 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "CHOCOLATE" then
- Player.heal(70)
- BattleDialog({"[noskip]You ate the Chocolate\n[w:5][color:670000]Finaly, some good food\n[w:5][color:ffffff]You recovered 70 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "M.APPLE" then
- Player.heal(60)
- BattleDialog({"[noskip]You ate the Mystic Apple\n[w:5]The taste is magical\n[w:5]You recovered 60 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "I.NOODLES" then
- Player.heal(85)
- BattleDialog({"[noskip]You ate the Instant Noodles\n[w:5]They are better dry\n[w:5]You recovered 85 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "KETCHUP" then
- Player.heal(55)
- BattleDialog({"[noskip]You drank the Ketchup\n[w:5]It's blood red\n[w:5]You recovered 55 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "STEAK" then
- Player.heal(55)
- BattleDialog({"[noskip]You ate the Steak\n[w:5]It's Medium rare\n[w:5]You recoverd 55 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "FISH.F" then
- Player.heal(50)
- BattleDialog({"[noskip]You ate the fish fillet \n[w:5]It needs some salt\n[w:5]Still You recovered 50 HP[w:10][func: State, ACTIONSELECT]."})
- elseif ItemID == "APPLE.J" then
- Player.heal(40)
- BattleDialog({"[noskip]You drank the Apple Juice\n[w:5]Very fruity\n[w:5]You recovered 40 HP[w:10][func: State, ACTIONSELECT]."})
- end
- end
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